I almost always play heavily modded MC in survival mode, and that always in single-player. Occasionally I'll return to vanilla to see what new features were added, or to play an interesting survival map. I like to set up really complicated systems so that I can sit in my throne of Fluxed Crystal blocks with my Modular Powersuit and laugh at the ridiculous amount of stuff I am accumulating every second. Excessive automation is what I enjoy most about modpacks like FTB. I don't like playing on servers, large or small, because of the restrictions often placed on automation and that the world is generally already mined significantly. I prefer to build stuff from scratch. I don't play minigame or PvP servers because they always put me in a bad mood (I suck at PvP), and are often very pay-to-win (even in violation of the EULA).
- einsteinsci
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Member for 10 years, 10 months, and 8 days
Last active Wed, Nov, 27 2019 04:20:14
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May 15, 2015einsteinsci posted a message on How We Play Minecraft: Solo or Servers?Posted in: News
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Oct 5, 2014einsteinsci posted a message on Mod Spotlight Monday (on Sunday): Animated Player!Why are you spotlighting this? The author hasn't been seen in months, and probably will never update it. Hippomaster has held back quite a few mods with AnimationAPI simply because he doesn't want to make his code open-source or let anyone else continue on it.Posted in: News
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Sep 16, 2014einsteinsci posted a message on Adventure Map: Mystery of the Timekeeper (series)I played that map about 6 months ago. It's one of the best maps I've ever played.Posted in: News
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Sep 10, 2014einsteinsci posted a message on Microsoft Buying Minecraft?I am severely worried about what would happen to Minecraft if Microsoft buys Mojang. If MS decides to use the same policies for Minecraft as it has on most of its other products, mutiplayer would be reduced to Realms only (possibly requiring an XBox Live subscription with it), modding would be obliterated and disallowed by the EULA besides the plugin API (which would at its best be light modding only), perhaps also requiring an XBL subscription, and development would slow to such a crawl that an update wouldn't come around without permissions being "sent in, sent back, queried, lost, found, subjected to public inquiry, lost again, and finally buried in soft peat for three months and recycled as firelighters". The PS4, PS3, Linux/Mac, Android, and iOS versions would be discontinued. Resource packs would be stopped and disallowed by the EULA. Easter eggs referencing other companies' games would be removed ("Achievement Get! The lie" will become "New Achievement: You made a cake."). The list goes on.Posted in: News
One of the things that has made Minecraft so great within the community is Mojang's continued player-focused approach to policy and development.
Microsoft, you better take good care of this game, because it's worth a whole lot more than $2 billion. -
May 1, 2014einsteinsci posted a message on Mod Spotlight - Redstone Paste ModTwo words: Project REdPosted in: News
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In 1.7 I used the function doesContainerItemLeaveCraftingGrid() to find out if a container item is supposed to leave the crafting grid once a result is crafted. Now, in 1.8, I see it is no longer there, and no functions of similar name seem to be able do the same thing. What am I supposed to use here?
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A stone pickaxe is made from smooth stone in this mod. I thought I put that in the documentation. I'll update that when I can.
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Disclaimer: I am a current mod developer, and I code whenever I have the time (which has not been particularly often recently). As judging by your (the OP's) post's tone and and the lack of technical terms used in any of your posts, I can safely assume you have little or no experience with software development, particularly not game development or mod development.
The reason is simply because they aren't lazy.
For starters, 1.8 was a massive update, and managed to push it out surprisingly quickly. From a development perspective, and looking at the features provided in 1.8 (external and internal), they have put a lot of work into this code. While you may only play SSP or SMP and see 1.8 as a few new doors and fences, a new temple and mob, and a few minor gameplay tweaks, looking at all the features shows that 1.8 has a huge internal featureset, finishing some of the ideas that were started in 1.7. New commands and a revamp of adventure mode for mapmakers, internal rewrites of the id and block location systems, a complete and total overhaul of the rendering engine, which now loads block models from JSON files (which many mod devs are very unhappy about, but I digress), in addition to those frontward SSP additions mentioned earlier. Specifically, the rendering engine is one of the largest parts of Minecraft, far more lines of code than the item mechanics and (non-tile entity) block mechanics combined. A fifteen-year-old with homework and school most certainly cannot churn out a fully-fledged mod (not just a mini-mod like "obsidian tools") in three months, let alone one with as many features as 1.8.
About the API: IMHO, Minecraft's code is fairly well-organized now, much less spaghetti-code than it used to be. The API will come eventually, but the reflective code that mod API's (I'm using the term "API" in a loose sense here) like MinecraftForge use must be done from the ground up. The ability to load plugins isn't present until the rest of the API can actually handle the code from those plugins. The foundations of what may become the API have been built up for a while now: resource packs in 1.6, shader mechanics and UUID's in 1.7, and the JSON models in 1.8. There aren't any hooks for code now simply because that's the last part of an API. What I mean by "reflective code" here is how API's work. The official API will have to load source code or compiled ASM code from external files not present in the original game code, and modify the game itself while the game is running. This means more than just simple find-and-replace refactoring, this means restructuring the code to be able to function fully without even knowing what the code is ahead of the time. This concept of reflection in code is a very advanced topic in any object-oriented language, especially Java. Making sure the reflection works in a way so that the main game code is still very usable for modders is that much more difficult. Don't underestimate the difficulty in creating a working API.
And about snapshots: After a major release such as 1.8, they do continue working and releasing snapshots as before, only these snapshots are called prereleases, and they contain mostly bugfixes and optimizations. They don't start working on next-version snapshots until the current version is relatively bug-free and stable. Do you remember 1.7.10? They hadn't started releasing 1.8 snapshots until after 1.7.10 was complete. 1.8.2 is the current vanilla Minecraft version. Until Mojang has determined that enough bugs were fixed for the final, most stable 1.8 release, they will continue working on 1.8. That is simply their version life cycle. 3-6 months of looking at all the new features we're going to get, followed by 4-8 months of racing to utilize all those features to their fullest potential before the next version comes out and breaks a few things, rinse and repeat. Just look at the Redstone, Creative Mode, and Resource Pack sections of the forums flood in the first few months after the new versions come out. Look at the maps and mods being constructed now after the initial hype is over, while we try to put those new features into a cohesive, functioning whole to maximize the enjoyment people get out of this game. This life cycle works extremely well for Minecraft, because of how community-driven this game is.
Lastly, on the topic of a final release. Minecraft is a very community-driven game. Half of us (at least) wouldn't still be playing if it weren't for all the added content provided by players, for players. A final release would break that cycle and cause the game to fade away. Not only does this mean that Mojang (and now Microsoft) would lose a ton of money, but bugs will eventually come to show and compatibility issues will rise as the rest of technology leaves the game behind. Final-release "patches" would in essence be featureless updates. If you think about it, the idea of a final release to Minecraft is really quite saddening.
EDIT: NineEx, if you want a voxel RPG instead of Minecraft, take a look at Cube World. About a year or so ago it was all over the forum front page.
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GT does not play well with others, especially TiConstruct. The two dev's had a spat and so now Greg has pretty much no intent on providing compatibility for anyone. mDiyo (TiCon dev) is a bit more focused on compatibility, and has these issues resolved quickly. The fact that you have managed to put the two mods in at the same time without it crashing amazes me.
Since v0.9.0 of BB, you can add item id's with their metadata values to the config file in the format stated there (I can't remember what it was), and those items will be treated as axes, pickaxes, shovels, swords, or knives, depending on which list you add it to. If this compatibility feature doesn't work with TiConstruct, add a new issue on the GitHub bug tracker. If it works with TiCon but not GT, I probably can't help you there. GT's implementation of things, from a code perspective, is kinda weird. This makes compatibility a nightmare, and his code being closed-source doesn't exactly help either.
I want to make sure this mod keeps to the style of gameplay of vanilla (unless you drop in a bunch of other mods), and a TFC clone would change the style a whole lot. Right now my next new feature of the mod (not compability-oriented) will be cloth armor and its related items. After that I will add more uses for the knife.
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Unfortunately, I only have a limited time to implement suggestions, and some ideas benefit this mod more than others. I have to prioritize to make sure the more pressing issues are resolved first (1.8 update, NEI integration). This way the mod doesn't become both stupid and outdated at the same time. While the ideas proposed sound like they would fit in well in a mod, that doesn't mean they would fit well in this mod.
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These all sound like very interesting ideas, but from a programming perspective, all of those are very difficult to implement.
The food decay is very difficult to implement and will certainly add significant lag, as I will have to "force" all the chests in the world, at least the loaded ones, to update repeatedly and check if the food should start to go bad. In addition, the base food class will need to be redone, probably through ASM/reflection, and this will certainly cause compatibility issues (especially with some of my favorite mods like Hunger Overhaul).
My understanding is that adding new mobs is a very time-consuming and tricky task. That's why so very few mods actually have any mobs in them. They require a lot of modeling, animation, texturing, and rendering just for the bare aesthetics. The mechanics themselves are the interesting part, but it's a lot of work (including update work) for a seemingly small improvement to gameplay. Also, AnonTheMouse is right, this RPG-style gameplay you describe here really stretches BetterBeginnings too far from vanilla. (Not to mention those soul mechanics will be hell to implement.) If you want a mod that has those kinds of mechanics, look at Blood Magic, or maybe take a look at Twilight Forest for the adventuring mechanic (plus quite a few well-designed mobs).
I've always found farming to be a fairly bland and boring task in Minecraft, something that you just sorta waited on while you build other more interesting contraptions. I might want to complicate it a bit, but adding weeds and complicating tilling seems like it would increase frustration more than make things interesting. Anon's idea of changing the bonemeal mechanic sounds actually pretty simple from a coding perspective, so that might be implemented. I strongly recommend you looking into Agricraft, I think its mechanics are closest to the kind of effect you're looking for.
Again, I've been pretty busy lately and it looks like I have had a lot of todo requests coming in for the past page or two. I'll look into tweaking farming a bit when I have the time and some of the other more pressing features (NEI integration) are done.
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Thanks! You probably shouldn't submit a pull request, due to the massive amount of changes between the main repository and my local version. Instead a simple link to a zip would be great.
That is one of my top priorities for features. I've found it a bit annoying myself, especially due to the amount of FTB I play compared to vanilla. Note that this feature won't happen in the 1.8 version until NEI (at least) updates to 1.8, which I don't expect to be for another month or so.
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1.8 Update Progress:
And the FAQ:
And for my current situation:
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Read the OP. Read the FAQ and/or the 1.8 Update section.
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You don't need to ask my permission, that's the beauty of open-source. Thanks for letting me know though!
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About these tweak ideas:
1. I had intended to do this, but apparently I never did. Derp. That seems to happen a lot with big updates.
2. I like this idea, I could set them as "itemBinding" in the ore dictionary. Should be pretty easy.
3. Not sure about this one, the whole point of the hammer is to fix the gravel choke. I might do this as an option, defaulted to off.
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I really like the ideas here. I put a link to them on the issue page (#47).
(And I agree with you on the forum formatting. Looks like somebody was never told not to mess with a coder's whitespace. I have the OP for this topic saved in a separate text file that I copy-paste because going in edit mode just about screws up all the formatting for the entire post. Even with that, I still can't unbold my contributing and license sections, no matter how many /b tags I put in, and they put in newlines that were never there too.)